I am willing to believe you, but I personally would be quite pissed.

Firstly, the person rolling the extra dice was in the wrong. They miscounted, but mistakes happen and their dice has no effect, thus no harm, no foul. Then suddenly the OP says "Oops I miscounted and I will take that person's role." You suddenly have a failure in the plan that the player base can't do anything about. We can't prevent somebody rolling dice for fun or prevent them from miscounting. The OP would essentially be using a 'ghost' roll. The roll shouldn't have been made, shouldn't have counted and then suddenly does count.

Secondly, it's inheritently unfair as anybody who counted correctly and/or wasn't rolling for fun essentially didn't have a chance to make the roll.
There is an easy way to counter "ghost rolls" as you call them: simply have players declare what they're rolling for before they do. This will help clear up any miscommunications or miscounts that might occur.

Ultimately this is the QM's choice. While I hope he'll take the other roll this once, if not, oh well, I'll continue to enjoy the quest he's put so much time into.
 
CASE: THE ORIGIN OF SPECIE MONTH 6
Martial
Rousing the Home Militia

DC: 15. Roll: 18 + 2 + 9.4 = 29.4

Martial
Site Investigation III

DC: 15. Roll: 18 + 2 + 3 + 3.0 = 26.0

Mustering the town militia is ultimately a simple affair - the people are angry and riled up at the army that has suddenly decamped at their front door, and more than a few angry mutterings are channeled productively into the militia. In order to avoid this becoming an all-out fight immediately, however, you and the militia commanders agree to go investigate whatever that huge explosion outside of town a few days ago was.

The militia grumbles a little bit, but upfront pay and a cut of whatever loot you find down there has them perking up and excavating with a gusto.

And oh boy, do you find loot.

An entire mound of silver coinage and other treasures, buried beneath hill. Many of them had been ruined by the explosion, but some were still good - though admittedly, the mad scramble for the treasure by the militia meant that you could only really grab one thing before you got it out.

Choose One.
[] [Loot] Money

Money is always at a premium in your profession, especially money that you can use to help fund your continuing operations.
[] [Loot] Robes
This robe shimmers with a magic, an enchantment weaved upon it that seems like it could be used to help either infiltration or diplomacy. Moreover...it seems to respond to the touch of your own personal magic, somehow.
[] [Loot] Sword
This sword is obviously magical. You couldn't possibly avoid the conclusion if you wanted to, and simply approaching it makes it clear that it draws deeply from the wielder.
[] [Loot] Chest
Of course, that makes this chest jump out to you all the more. What could possibly be so valuable that whoever had set up this hoard had locked it into a box that screamed the contents were more valuable than even the sword and the robes?



Diplomacy
Guild Meetings

DC: 20. Roll: 20 + 8.5 = 28.5

You have an interest in keeping the debts canceled. The merchant houses had an interest in keeping the debts canceled. Nominally you had more authority, but you felt it best to show your respect for the Merchant Guild by visiting them first.

They are all too happy to receive you, and confirm by and large that they gladly stand behind the provisional Sejm, not the usurper nobles.

That's one hassle settled, you sigh in relief.



Intrigue
Searching for Blackmail

DC: 28. Roll: 22 + 3 + 2 + 7.4 = 34.4

Tch. How typical. You demonstrate some of the greatest skills in infiltration with Kerrie's help, and in the end all you can scrounge up is some measly blackmail on some of the lesser nobles and powers. Apparently this army had the good sense to not write down their blackmail in somewhere eminently stealable, which sets you way back - you can settle for some of the lesser nobles sleeping around, being overly indebted by gambling issues, and all the other rot, but on the ringleaders you have nothing.

Oh well.

You guess it's not nothing.



Learning
Refining Equipment

DC: 24. Roll: 21 + 8.3 = 29.3

There's not much to say - Tekla finishes up the experimentation and modifications, and stabilizes his new compass framework in order to be able to detect metal at a significant distance. You're certain that it will come in handy for certain operations.

New Tool unlocked!

Directional Compass Array

Significantly reduces the DC for investigations that involve searching for large pieces of magnetic metal.



Stewardship
Cross Examination

DC: 25. Roll: 23 + 5.8 = 28.8

As you suspected, these documents were too recent. You had suspicions when the delegates had opted to read the charges themselves rather than hand them over to the duly represented speaker for the Sejm, and the list of charges only confirmed it. The initial charges were vague, and the newest charging documents took advantage of all the latest information they had undoubtedly found at the Sejm.

You supposed it was fortunate that your name carried some amount of reputation for straight-forwardness, because they could find no good reason to deny your request to examine the documents under the color of the court of their peers, not without provoking a troublesome duel for honor that surprisingly few people truly wanted to take.

As you immediately suspected, the new charges on the official documents had hardly been written up before the arrival of the usurper nobles - therefore, you charge, the charging document was clearly drafted after the accusations were levied, and one of the privileges that one House Arrens was owed was the right to have all charges levied against them and their allies at the time of accusations. The converse of said privilege being that once an accusation was made, it must either be retracted should the charges be insufficient, or a new charge levied with all due process under the color of the law.

The usurper nobles are not happy with your simple, straightforward legal reasoning, but you are the Just for a reason, and if you say it then justice exists within the constraints of your own.

Clearly, these usurpers would have to refile, since the clear indication was that these charging documents were invalid under the laws of the greater Sejm from which they claimed to derive their authority.



Piety
The Duty to Oskaria

DC: 30. Roll: 23 + 3 + 1 + 1.8 = 28.8

Well, you successfully have Oskaria's attention. You know the ritual worked because of a thousand little touches - but you also get the sense of a distinct...neutrality in the air, as the spirit of Oskaria decides to exist at once everywhere in the populace and at once nowhere. This was disappointing, but only mildly so - at the very least, you knew you had Oskaria's attention, even if you could not immediately sway Oskaria to take your side.

You sighed, and acknowledged it. You could not begrudge Oskaria for deciding to reserve judgement until they had examined the situation to their own satisfaction.



Hostile Action: Church Faith

Unfortunately, exactly what you were afraid of happening had happened.

The usurper nobles were backed by their army and their relative wealth - Gaspard Thevenet commanded some degree of respect while also demanding a truly outrageous bribe. This made the two tailor-fit for each other, and while Thevenet made sure to be careful with the direction he pushed the bishoprics to officially announce their own stance, nevertheless the church came down on the side of collecting the feudal dues - and therefore the resumption of the collection of debts, in full.

This...does not make him a popular man, to say the least, but his wealth and his noble status keeps the streets from immediately marching on his house.



Random Event Roll: 18
??? Delayed!


To make the situation worse, the local nobles had clearly been swayed by the argument to resume collecting the feudal dues, even if they wanted to avoid giving a single sliver of silver to these outside usurpers - the sudden, abrupt halt to feudal collections had utterly collapsed the shaky foundations of many of their budgets, and in literally another month or two without collections they would literally be out of money to spend. While this fortunately did mean that these nobles still did not want to pay out the money to the usurpers, it greatly weakened the calls to simply throw out the usurpers and go with the plan to negate the debts and resume collections only after the debt situation was hashed out.

Something bothers you about this whole situation, however.

Some of the key voices you hear are missing - and in the air, you feel more than you know that the spirit of Oskaria has come to a decision.



Friendly Piety Interrupt: 18

As you expected, one dreary morning Mickael Dubost slams through the door, power palpitating out of his every pore - power not his own, you realize. On his back rested the weight of the nation, and his denunciation of the usurper nobles' hamfisted attempts to loot the citizenry to which they owed no loyalty and no obligations carried the force of Oskaria's condemnation. The usurper nobles, having spent the previous month antagonizing you, desperately call for you to shut down the upjumped peasantry - you silence them with an errant gaze, backed by your own Justice.

The local nobles are clearly split on the matter - on the one hand, very suddenly, they realize that the peasantry and the urban poor, led by Mickael Dubost and spoken for by the power of Oskaria, is a power bloc that could overpower them should they choose to not act. On the other hand, these urban poor were aligned with the local nobility for now, and any amount of power was welcome in a storm.

The usurper nobles decided to then make a threat of it, bringing their army into the city.

Mickael Dubost and the spirit of Oskaria stood in answer, stiffening the backs of the militia and striking fear and doubt into the hearts of the usurper nobles' retainer.

The situation now rested on a precipice. On one side lay the usurper nobles, who had clearly opposed you from the beginning. On the other stood the city, backed by the urban militia. They answered to the spirit of Oskaria and Mickael as the representative, not you.

But in some ways, this neutrality means that you might be able to de-escalate - provided you even wanted to, at this point.



Service Revenue: 1 Budget.
Other gains: 6 Budget.
Cost of Services Sold: 1 Budget.
Discovery Expense: 4 Budget.
Negotiations Expense: 2 Budget.
Salaries and Wage Expense: 3 Budget.
Net Loss: 3 Budget.

Collection of Accounts Receivable: 2 Budget.

Remaining Budget: 50 Budget.
Accounts Receivable: 31 Budget.

The province is at a crossroads, the tension suffusing the warm air of June. The right spark could easily set off an event to rival the July Days - but a part of you seriously wondered whether it might not be better to simply fire.

You have 50 Budget and a problem on your hands. You can spend up to 20 Budget this turn.

You
have 3 [Free] Actions that may be spent in any category.

You have 5 Minor Boons that you may attach to any Action.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] With a Bang

Time to evict these usurper nobles squatting on the territory, with the full might of the militia. You will speak up for the war, and you will prosecute it to its short conclusion. DC: 28. Cost: 0 Budget.
[] [Martial] Yellow Alert

A surprise war that could give the usurper nobles a legitimate grievance and frighten the fence-sitters among the local nobility is not worth risking, in your opinion - but neither is unilateral disarmament on the table. DC: 28. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Diplomatic Solutions

Maybe you can find a win-win solution that doesn't involve crashing all of your diplomatic efforts and the provincial economy. DC: 30. Cost: 8 Budget.
[] [Diplomacy] Diplomatic Justifications

Or maybe you can't, and you're best off attempting to sell a casus belli you can use to kick these usurpers out. DC: 27. Cost: 2 Budget.
[] [Diplomacy] Government Assurances

Who controls the government controls the tax office, and considering how important the tax office is to the crux of the case, you need them under control. DC: 21. Cost: 0 Budget.
[] [Diplomacy] Noble Assurances

Some of the wavering nobles are afraid of the power that the militia controls, and the disastrous state of their own finances - it would be best to gently coax them back onto your side. DC: 25. Cost: 6 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] The Backers

This group couldn't've thought of this on their own, and they certainly could not have coordinated this on their own. Find out who's backing them. DC: 27. Cost: 0 Budget.
[] [Intrigue] Sabotage

If you're going to kick off hostilities, better make sure their horses are released, their powder wet, and their other supplies ruined, no? DC: 28. Cost: 2 Budget.
[] [Intrigue] Robbery

Clearly, if the usurpers have this much money to throw around you can scrounge up some from their own coffers - both to get it out of their hands and into yours. DC: 28. Gain: 10 Budget.
[] [Diplomacy] Thevenet's Offer

Damn that two-faced bastard, but he's willing to walk back the church's support of the usurpers in exchange for a suitably sized bribe. DC: 15. Cost: 15 Budget.
[] [Intrigue] Government Faith

Bribery is simple, bribery is easy, and it circumvents having to repeatedly beat duty into the government employee's heads. DC: 15. Cost: 4 Budget.

Learning (Choose 1) {Tekla Actions}
[] [Learning] Mapping Enemy Forces

With the Directional Compass Array, you can point it around the enemy forces to find where the enemy is keeping their huge metallic items, like, persay, their cannons and armor. DC: 15. Cost: 0 Budget.
[] [Learning] Better Sets of Tools

Tekla's pointing out that part of the problem for him is that he can't upgrade your tools very well because his own tools are not up to par. Grant him some budget to get a better set of tools. DC: 25. Contingent Cost: 4 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Continued Support

As before, as now. Continue to provide support for the fledgling businesses, especially in the uncertainty of the current market. DC: 15. Cost: 0 Budget.
[] [Stewardship] Inheritance Review

You also have suspicions about the powers granted to the branch nobility - and if you can prove that these clowns don't have the right to claim what they did, you can cut their case off at the knees. DC: 28. Cost: 0 Budget.
[] [Stewardship] Finding a Cause

If you want to declare a just war on these usurpers, you need to find an appropriate casus belli - which means hitting the books or your own memory to find one. DC: 25, Investigative Action. Cost: 0 Budget.
[] [Stewardship] Making Exceptions

If the problem is that the nobles cannot sustain themselves without feudal dues but cannot collect, it occurs to you that you could simply pull some legal maneuvers to reinstate feudal dues without also reinstating debt collection. It'd just be a little tricky, and you'd have to start with the noble houses most strapped for cash. DC: Scaling. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Representatives

The local spirits remain as unhappy with the usurper nobles as ever, but like the nobility they are discomfited by the sudden surge of Oskaria muscling into their turf. Give them a leader who will represent their interests. DC: 20. Cost: 2 Budget.
[] [Piety] Justice the Mediator

Now that the situation is at the point where it is, bringing Justice the Mediator in to help defuse the situation would likely reduce the pressure - provided you can get Justice the Mediator to show up. DC: 28. Cost: 0 Budget.
[] [Piety] The Oskaria Realignment

Well, the Spirit of Oskaria has decided to take a side. The problem is, it's not your side, and you want it to be your side - or at least, you're willing to somewhat meet it in the middle. DC: 26. Cost: 0 Budget.
 
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[] [Loot] Chest

Honestly, you can just put some neon arrows pointing at the mystery box, like we're not gonna choose the mysterious shiny.

Watch it be another part for a calamity frame.
 
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Hrrrm...Sooo That's fun. And our old foe is back to cause more trouble. Jerk.
And we could try and REVOLUTION, but...
TBH, as tempting as that sounds I think we should hold off on that-the trouble I'm seeing is that setting everything a flame isn't likely to hit the underlying problems of arrogant nobles bending the system to their own ends until it breaks, frankly. So we burn this and like a few other provinces for nothing good, then in like a decade's time something elsewhere erupts and before you know it the dragons are crusading for Round 3 seeing how badly the humans have fallen into disarray.
 
Welp, it wasn't quite what we wanted, but I am nonetheless very happy with the way the Oskaria situation turned out. Now, we have an opportunity here, and I mean to capitalize on it. At this point, I don't think we can afford to spend another turn prepping - a bad RER could turn this entire situation horrendous.

[X] Plan: Water the Tree of Liberty
- [X] [Loot] Sword
- [X] [Martial] With a Bang
+ Free + Minor Boon
- [X] [Diplomacy] Diplomatic Justifications
+ Free + Minor Boon
- [X] [Intrigue] Sabotage
+ Free + Minor Boon
- [X] [Learning] Mapping Enemy Forces

- [X] [Stewardship] Finding a Cause
- [X] [Piety] The Oskaria Realignment + Minor Boon

So. Vive la Revolution, comrades. As appealing as all the options are, I want to go with the sword, because our martial is our worst stat - the only one below 20, when we include our teammates. This plan needs a 30+ roll on martial (possibly less with the sword), a 30+ on diplo, auto-succeeds on intrigue and learning, needs a 10+ on stewardship and a 20+ on Piety. If we're lucky, a success on diplo or stewardship will override a failure on the other.

Let's make something happen.
 
[] [Martial] Yellow Alert
A surprise war that could give the usurper nobles a legitimate grievance and frighten the fence-sitters among the local nobility is not worth risking, in your opinion - but neither is unilateral disarmament on the table. DC: 28. Cost: 0 Budget.

Is this us trying to deescalate or just hold off on starting things? Because if this is deescalate I feel there should be an option to hold off on the attack for a turn and dig in some defenses


[] [Diplomacy] Government Assurances

Is this one of those "control them for a turn" options, or is it one that should keep them under our thumb for a good while?

[] [Intrigue] The Backers

This is important, but things are about to explode so we probably don't have time for this right now.

[] [Intrigue] Sabotage

Very useful for when we want to pull the trigger, but we might want to hold off a turn in case it can get reduced by the mapping action

[] [Stewardship] Finding a Cause

Does this actually get us a Casus Belli, or just make it easier to sell one?

***

I'm gonna hold off on voting for this one until we get an option to prepare to pull the trigger next turn rather than pulling it this turn. It's not worth the effort to de-escalate this conflict anymore, so we might as well ensure the winners are the side we want.
 
Is this us trying to deescalate or just hold off on starting things? Because if this is deescalate I feel there should be an option to hold off on the attack for a turn and dig in some defenses




Is this one of those "control them for a turn" options, or is it one that should keep them under our thumb for a good while?



This is important, but things are about to explode so we probably don't have time for this right now.



Very useful for when we want to pull the trigger, but we might want to hold off a turn in case it can get reduced by the mapping action



Does this actually get us a Casus Belli, or just make it easier to sell one?

***

I'm gonna hold off on voting for this one until we get an option to prepare to pull the trigger next turn rather than pulling it this turn. It's not worth the effort to de-escalate this conflict anymore, so we might as well ensure the winners are the side we want.
To be clear, since I really didn't mention it - since things are clearly kicking off right this very moment, any supportive actions you take like the Mapping Action, Sabotage Action, Finding a Cause, Diplomatic Justifications, Local Representatives, The Oskaria Realignment, etc. all fire off their effects this turn.

Finding a Cause will get you a Casus Belli upon success.

Government Assurances will keep them under your thumb for a bit.

Yellow Alert is an order to hold off on starting hostility, while obviously patrolling and preparing other things - there isn't really an option to de-escalate right now, considering how high tensions are running. The most you're going to do is a temporary stay, hoping for things to change.
 
Frankly speaking, Inheritance Review looks like our best legal bet. With some good martial/spirit options to back that, we can probably force a deescalation. And I think we need to. A civil war here serves no one.

I'd also take the diplomacy robe, please.
 
Have there been armed mobs of peasants in any region that we haven't been inside of at the time? If there is a Spirit of Anarchy, I am willing to bet that they have every version of our trading card.

Money is a big deal, if it comes down to the difference between +2 shinies then I am willing to bet that it is the optimal choice, and could make things much easier in the short-term.
That robe calls to me. Having something that feels uniquely araccountnid is a bigger narrative boon than mystery boxes tend to be. Not to mention that it shores up one of the more set-upon stats in a way that sounds more dynamic that a flat bonus.

Can we vote for the item separately from the next turn's actions? Can we vote for a plan with an item in it and also vote for a different item because we otherwise like the plan but prefer a different item?
 
Have there been armed mobs of peasants in any region that we haven't been inside of at the time? If there is a Spirit of Anarchy, I am willing to bet that they have every version of our trading card.

Money is a big deal, if it comes down to the difference between +2 shinies then I am willing to bet that it is the optimal choice, and could make things much easier in the short-term.
That robe calls to me. Having something that feels uniquely araccountnid is a bigger narrative boon than mystery boxes tend to be. Not to mention that it shores up one of the more set-upon stats in a way that sounds more dynamic that a flat bonus.

Can we vote for the item separately from the next turn's actions? Can we vote for a plan with an item in it and also vote for a different item because we otherwise like the plan but prefer a different item?
it'll be a pain in the ass, but yeah
 
To be clear, since I really didn't mention it - since things are clearly kicking off right this very moment, any supportive actions you take like the Mapping Action, Sabotage Action, Finding a Cause, Diplomatic Justifications, Local Representatives, The Oskaria Realignment, etc. all fire off their effects this turn.

Finding a Cause will get you a Casus Belli upon success.

Government Assurances will keep them under your thumb for a bit.

Yellow Alert is an order to hold off on starting hostility, while obviously patrolling and preparing other things - there isn't really an option to de-escalate right now, considering how high tensions are running. The most you're going to do is a temporary stay, hoping for things to change.

Thanks for the clarification.

Do we get the benefits of whatever item we pick for this turn? Because that could be a critical decision maker and there's no reason why we shouldn't have access to its effects for this round of votes except the way the voting is happening.
 
I like Gnu's plan, but not getting the sword, so I just modified it slightly. We don't need to be an amazing fighter with a great martial stat, that's what we have Kerrie and money for. Our weapons of choice are cloak, dagger, and pen. We wage war with our words not our war horns. Plus, that Chest has huge neon arrows pointing towards it, and the potential of more than one item. A chest can contain more than one thing after all, plus it could prove useful to hold bait if we ever need to bait someone out later and then track them back down with the fancy new tool we got from Tekla.

[X] Plan: Water the Tree of Liberty But Chest
- [X] [Loot] Chest
- [X] [Martial] With a Bang
+ Free + Minor Boon
- [X] [Diplomacy] Diplomatic Justifications
+ Free + Minor Boon
- [X] [Intrigue] Sabotage
+ Free + Minor Boon
- [X] [Learning] Mapping Enemy Forces
- [X] [Stewardship] Finding a Cause
- [X] [Piety] The Oskaria Realignment + Minor Boon
 
Thanks for the clarification.

Do we get the benefits of whatever item we pick for this turn? Because that could be a critical decision maker and there's no reason why we shouldn't have access to its effects for this round of votes except the way the voting is happening.
Yes, you will.
 
[X] Plan: Water the Tree of Liberty But Chest
- [X] [Loot] Chest
- [X] [Martial] With a Bang
+ Free + Minor Boon
- [X] [Diplomacy] Diplomatic Justifications
+ Free + Minor Boon
- [X] [Intrigue] Sabotage
+ Free + Minor Boon
- [X] [Learning] Mapping Enemy Forces
- [X] [Stewardship] Finding a Cause
- [X] [Piety] The Oskaria Realignment + Minor Boon


Considering how close we were to resolving this fiasco, I'm believe our spider is feeling a might bit vindictive.
By the way, what bonuses do we currently have to our rolls?
 
[X] Plan: Attempt Peace
-[X] [Loot] Robes
-[X] [Martial] Yellow Alert
-[X] [Diplomacy] Government Assurances
-[X] [Diplomacy] Noble Assurances
-[X] [Intrigue] Government Faith
-[X] [Learning] Mapping Enemy Forces
-[X] [Stewardship] Inheritance Review + Free + Minor Boon
-[X] [Piety] The Oskaria Realignment + Free


Here is a plan to try to prevent the outbreak of revolution at this point. A civil war would be bad for everybody.
 
[X] Plan: Water the Tree of Liberty But Chest
- [X] [Loot] Chest
- [X] [Martial] With a Bang
+ Free + Minor Boon
- [X] [Diplomacy] Diplomatic Justifications
+ Free + Minor Boon
- [X] [Intrigue] Sabotage
+ Free + Minor Boon
- [X] [Learning] Mapping Enemy Forces
- [X] [Stewardship] Finding a Cause
- [X] [Piety] The Oskaria Realignment + Minor Boon


Wipe clean the crusted slate of the old powers! They are not loyal to the King! They are selfish and short-sighted. For Oskaria!
 
[X] Plan: Attempt Peace

I think that it would be better to start fighting after we have a casus beli. We also might have a better chance at sabotage after we mapped their troops.
 
[X] Plan: Water the Tree of Liberty

I really want to see the blood flow. And honestly, I don't care who these shits are, they interfered with us doing our job. They can pay the price of interference, with their lives.
 
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